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  3. Muffin

Posts by Muffin

  • de_cetza

    • Muffin
    • April 14, 2015 at 3:13 PM

    Finally, a map I am going to finish because no one will be there to greatly criticize my layout .


    Thanks to MaanMan for helping with testing, ideas, and overall great helping.

    THEME CHANGE!: Crystal Mining facility!


    UPDATED IMGUR PICTURE ALBUM: http://imgur.com/a/zTo1C


    Workshop Link: (Don't mind the bad screenshot) http://steamcommunity.com/sharedfiles/fi…s/?id=424256104

    For now, please provide feedback

  • [CS:GO][W.I.P] de_offshore_beta (new name)

    • Muffin
    • April 14, 2015 at 2:56 PM

    Some of the jumps are way too EASY and screw up timings largely. Make them harder jumps so that it is greatly "risk reward"

  • [CS:GO][WIP] de_yard

    • Muffin
    • April 14, 2015 at 3:41 AM

    How do you make such a good radar?

  • de_raid [csgo wip]

    • Muffin
    • April 14, 2015 at 3:40 AM

    Already looks very visually impressive. Good job

  • MapCore CS:GO Playtesting 4.0

    • Muffin
    • April 13, 2015 at 12:15 AM

    What's this thing about the password ?

  • de_mdina (CSGO)

    • Muffin
    • April 12, 2015 at 7:48 PM

    Any ideas on the layout?

  • de_nonameyet

    • Muffin
    • April 12, 2015 at 7:46 PM
    Quote from snorix

    Well i won't have much time for, maybe the next week and a half or 2 weeks so i won't be able to schedule a playtest... you don't have to be at the playtest, just compile the bsp and link it to google drive and get the playtest ready. They host it there

  • Can start my map from game lobby

    • Muffin
    • April 11, 2015 at 6:51 PM

    Do you have your bombsites, player spawns, and other player related things setup correctly?

  • Can start my map from game lobby

    • Muffin
    • April 11, 2015 at 2:10 AM

    Instead of clicking play with friend, you can also select find a game but you can invite friends

  • help me with one problem (missing textures on the levels)

    • Muffin
    • April 10, 2015 at 11:12 PM
    Quote from TheGuma

    Muffin, if he can decompile the map and then recompile it, it is clearly not corrupt.

    Although I have faced this problem several times I don't quite remember myself fixing it. Itt might be an issue with

    either leaks OR

    area portal not working.

    Quote me next time

  • [CS:GO] De_Stad

    • Muffin
    • April 10, 2015 at 11:11 PM

    Looks very nicely built already. Very smooth.

  • help me with one problem (missing textures on the levels)

    • Muffin
    • April 10, 2015 at 7:22 PM

    Im not an expert at decompiling, but I am guessing that the file is simply corrupt

  • de_nonameyet

    • Muffin
    • April 10, 2015 at 5:31 AM

    Well you've obviously mapped before (?) cause your brushwork looks experienced. One thing I would suggest it too stop detailing for now so that you can recieve feedback from fellow mapcorians, without struggling to make changes.

    Try to schedule a playtest here :

  • [CSGO][WIP] Venice

    • Muffin
    • April 10, 2015 at 5:29 AM

    I agree with Jackophant. I think you should give T's room to work with and decent cover before actually being contested at the bombsites.

  • de_meso

    • Muffin
    • April 9, 2015 at 3:03 AM

    Did you quit the project? The workshop link isnt working.

  • [CS:GO] de_reato

    • Muffin
    • April 9, 2015 at 2:54 AM
    Quote from Real_Goods

    This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?

    Fanboyism aside:

    This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)

    Trick-Jump:

    Exploit:

    [Blocked Image: http://i.imgur.com/cyBjT0p.jpg]

    This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.

    As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

    Display More

    Trick jumps are always nice

  • de_meso

    • Muffin
    • April 8, 2015 at 5:34 PM
    Quote from jackophant

    Yeah, it's not the most varied, diverse theme. I also don't think it's overly practical as a concept. I don't know many terrorists striking fear into the hearts of a nation by bombing an old ruin with no people around, with no militaristic value.

    Btw, you don't need to quote a whole post, especially one as long as mine. Just clip it out as I have done for you

    I'm on my phone and really lazy right now

  • CS:GO VIlla_Cadiz Beta 2.0

    • Muffin
    • April 8, 2015 at 5:24 PM

    I would try not to detail the map right now as you probably want feedback on your map. Detailing will make it harder to do drastic changes to the map

  • de_meso

    • Muffin
    • April 8, 2015 at 5:11 PM
    Quote from jackophant

    */me in high pitched voice* Guilty as charged!

    I often browse mapcore at work so I can't run around maps, so I have to go from what I see and hope that what you show. Unless it's a lot further into development then I'll try and make the effort to have a look around because the finer detail needs a closer look.

    You don't need to be in the map to see potential layout problems, especially when an overview is provided.

    2:1 for stairs is a maximum, don't overuse it:

    [Blocked Image: http://i.imgur.com/fgm7eyX.jpg]

    the exposed stairs at the back work, the tight corridor leading midway into the site is far too steep for how enclosed it is. You've created the chokepoint to end all chokepoints there. You're probably struggling to find where to put cover because you've got too much space. That level of flanking on an already exposed bombsite just doesn't sound fun.

    It's good to define exactly where you plant the bomb, and not with a cross that you can see from space, use the overlay tool and texture locking to manipulate the size of the overlay, not decal which looks like what you've used.

    I realise some of these lines are across different levels, but you need to always bear sight lines in mind when making anything because people will find them, and they will be OP:

    [Blocked Image: http://i.gyazo.com/8f07bb22aa2d2f544f156ae1356a7ce8.png]

    Timing-wise, I don't think it's too bad based on what you've said. CTs should always get there fractionally before Ts on at least one site to provide a rush option, and the other site CTs have a couple more seconds to setup. A 12sec rotation time isn't bad either considering worse case scenario bomb timer is 35sec.

    I don't know if you've settled on the aztec theme, but one of the reasons the original was a horrible map was because it had very tight chokepoints into very large open spaces where you could be shot from pretty much anywhere. It's a nightmare to do anything and it also massively overused "verticality"

    Nuke has a dash of it with the ladder/rafters/catwalk area which is nice (if OP most of the time...) to mix things up, but everything works in measure, just don't over do anything is really what it comes down to.

    I think the problem is, he's using the Aztec theme, and that mentally limits him to how he builds the map, which might be a problem.

  • [CS:GO][W.I.P] de_offshore_beta (new name)

    • Muffin
    • April 8, 2015 at 4:30 AM
    Quote from bEn-

    Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this

    https://docs.google.com/forms/d/1oN2U5…iewform?c=0&w=1that I will also try.

    Can't wait to get feedback and find ways to make it better

    Edit : actually i was so excited to get a response that it didn't bother me at all

    yeah, well don't expect responses on your post everyday, sometimes people don't reply for weeks at a time

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